Did you know @UnrealEngine 4.26 brought in the ability to extend editor menus and toolbars using Blueprints?
#UETips#UnrealEngine1. Create an editor utility BP using the EditorUtilityToolMenuEntry class. This BP will allow us to specify where our button is created, its labels, and its behaviour. There's a little more functionality, but we'll focus on toolbar buttons for now.
Mar 9, 2021 • 9 tweets • 4 min read
Struggling to keep track of name/string values in @UnrealEngine for your game logic? Need a lightweight way to standardise those tags? Check out Gameplay Tags!
#UETips
Any added tag can be viewed from the Gameplay Tags window in Project Settings. Any tag that you add will be stored centrally, promoting reuse and will prevent you (or your team) from any pesky spelling mistakes. You can even store them in separate .ini files!
Apr 28, 2020 • 17 tweets • 6 min read
Don't know what #UE4's Asset Registry is? Wondering how to query asset data _without_ the cost of loading that asset?! Well, look no further, time for a #UETips tweetorial!
The Asset Registry caches metadata about assets under the hood of UE, and can be used to query this metadata without loading assets.
The editor uses it for gathering references, data validation, the content browser's advanced search syntax (linked), etc. docs.unrealengine.com/en-US/Engine/C…
Oct 24, 2019 • 9 tweets • 5 min read
Ever wondered how to define your own Data Validation rules with Editor Utility Blueprints? Here's an example to validate that material asset names are prefixed with "M_".